The Self Found League

Hey, I'd just like to chime in that any model for Self Found League which only increases curency drops kind of assumes that SFL is a crafting league. I, for one, don't like to craft particularly, and especially don't like full-RNG based crafting. That's my motivation for suggesting some drop modifications other than currency alone, whatever they might be. Guaging from the forums, I'm not the only one who doesn't care for PoE's crafting

--C

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Courageous wrote:
Hey, I'd just like to chime in that any model for Self Found League which only increases curency drops kind of assumes that SFL is a crafting league. I, for one, don't like to craft particularly, and especially don't like full-RNG based crafting. That's my motivation for suggesting some drop modifications other than currency alone, whatever they might be. Guaging from the forums, I'm not the only one who doesn't care for PoE's crafting

--C



Agree that it would be better with more than just currency drops increase.

I'm not totally against PoE's crafting system and I use it to an extent, but the fact that it has more chance of ruining a good item then improving it does mean that I'm very cautious about using it and I stick to the very basics when I do e.g, blasksmiths whetstones, armourers scraps, glassblowers baubles, some chromes, rerolling flask mods and the occasional alchemy orb. Jewllers and fusings I normally only use up to 4 sockets and stop there.

"
Courageous wrote:
Hey, I'd just like to chime in that any model for Self Found League which only increases curency drops kind of assumes that SFL is a crafting league. I, for one, don't like to craft particularly, and especially don't like full-RNG based crafting. That's my motivation for suggesting some drop modifications other than currency alone, whatever they might be. Guaging from the forums, I'm not the only one who doesn't care for PoE's crafting

--C



Hmm, I WAS basing my ideas on the Manifesto, which I had read as "in late game, there's too many white drop."

However, I just reread it and noticed they are referring to party play. They aren't mentioning how solo play late game drops go. Meh

That said I will bring this up: the idea behind a new league is to bring changes that would ruin the regular leagues.

How would a modification to equipment drops work in a tradeless league but not in a trading league. Before you say "it'll drop the value of the equipment", Trading is currently suffering to inflation. Right now making those uniques more accessible won't hurt the economy. If anything, it'll help it.

The issues people use to argue against a drop increase involve making the game too easy. If that argument is valid, I don't see how it would be LESS valid for a SFL. If we can do a rarity drop increase (which I believe we can. Again I was assuming GGG was already planning to do this) then I don't see why we can't increase the rates for the regular servers.

Currency is a different beast. It needs a boost to encourage crafting. However, it'll break the economy by either making trade worthless or, worse, pushing the value of goods so low that trading not only remains the 'best way' but it becomes easy to get any equipment you want, dumbing down the game to the core.


I believe that you can balance the drop rate to suit both Traders and SF players. Thus I believe any drop increases should go to all leagues. That's WHY I don't mention it here.

I believe, though, that currency CAN'T be adjusted for both groups. It's the core of why I'm even standing for a separate league and not just a post asking for drop changes.


So the question: How would the equipment drops be modified in the SFL and why exactly is it something that can't be applied in the regular leagues a well?


Also
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Agree that it would be better with more than just currency drops increase.

I'm not totally against PoE's crafting system and I use it to an extent, but the fact that it has more chance of ruining a good item then improving it does mean that I'm very cautious about using it


I'm also supporting weakening or eliminating the chance to ruin a good item via crafting (without increasing the chance of getting a better result). Note, though, that this is something I believe needs to be in all leagues and, thus, is a matter of another topic.
There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.

This game really isn't for people like that.

This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr
Last edited by Dakarian#5141 on May 7, 2013, 12:06:03 AM
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So the question: How would the equipment drops be modified in the SFL and why exactly is it something that can't be applied in the regular leagues a well?


Well, ultimately the reasons that self-found league can have "more stuff" are these:

1. There is no economy to protect.
2. Because there is no trading, the rate at which good items find their ways to players that desire them is reduced.

The default leagues can stake claim to neither of these. Regardless, and while there is leeway for interpretation, the upper limit on SFL can be phrased, roughly, like this:

"Through newly enabled crafting (increase in currency) and increased drops (through vague means I won't specify), the rate at which new good items enter the game cannot significantly exceed default."

Technically, of course, it theoretically could. In theory. But let's leave it at "neutral" to be in line with what the devs would probably want for the league. Some people may actually want SFL to be hard. I'm not one of them. I would actually prefer to compare SFL item acquisition to the rate I am able to acquire items via trading in Default. Which is pretty fast, actually, but kinda peters out for end game gear for obvious reasons.

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I'm also supporting weakening or eliminating the chance to ruin a good item via crafting (without increasing the chance of getting a better result). Note, though, that this is something I believe needs to be in all leagues and, thus, is a matter of another topic.


Yeah, I agree with this, as well as your desire to keep the subject matter separate.

--C

Last edited by Courageous#0687 on May 7, 2013, 1:19:52 AM
*signs*
I need this league like a sickness. My favorite version is of course everything as it is in the other 2 leagues, but with a higher currency drop rate and IIR/IIQ dictated by something other than gear/partying.

I'm also a fan of drop = destroy and client-side only loot, but I understand that's not something everyone wants, so I could live without.
IGN: NoahsArChen

"Oh awesome, this guy posted his current gear. Let me find him an upgrade!" ~Said no one ever.
Last edited by SaintSoLo#0598 on May 7, 2013, 4:01:45 AM
+1
+1
GGG could even have self found league as a paid league like 10 bucks. Then they would have more money to continue making the game everybody profits.
+1

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